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Tattered Fates (Haarlock's Legacy 1)
™
™
™
BOOK 1 OF THE
HAARLOCK’S LEGACY TRILOGY
®
™
™
™
ROLEPLAYING IN THE GRIM
DARKNESS OF THE
41
ST
MILLENNIUM
Credits
L
W
D
Dark Heresy Designed by
Owen Barnes, Kate Flack, and Mike Mason
G
W
L
Written By
Alan Bligh and John French
G
ames
W
orkshop
Editing
Mark O’Connor
Licensing Manager
Owen Rees
L
G
C
Licensing & Acquired Rights Manager
Erik Mogensen
I
Cover Art
Clint Langley
Intellectual Property Manager
Alan Merrett
H
I
Interior Art
John Blanche, Ed Bourelle, Matt Bradbury,
Imaginary Friends Studios
Art Direction
Zoë Robinson
Head of Legal & Licensing
Andy Jones
S
Special Thanks
“Bring The Noise” James Savage with Davie Gallacher, Thomas
S. Ryan, Stewart Strong, “No Guts No Glory” Sean Connor
with Mathieu Booth, Steven Cook, Les Hedges, Nick Hodge,
Chris Pitson, Stephen Pitson, Sean Mulhall with BJ Campbell,
Chris Carpinello, Chris Dodson, Scott Powell, Kyle Roberts, Jeff
Stevens, Nathan Sweyte, Jason Vaughn
A
P
M
Production Manager
Gabe Laulunen
Managing Developer
Michael Hurley
P
Publisher
Christian T. Petersen
FANTASY
FLIGHT
GAMES
Fantasy Flight Games
1975 West County Road B2
Roseville, MN 55113
USA
Copyright © Games Workshop Limited 2009. All rights reserved. Games Workshop, Warhammer 40,000, the Warhammer 40,000 logo, Warhammer
40,000 Roleplay, the Warhammer 40,000 Roleplay logo, Dark Heresy, Calixis Sector, and all associated marks, logos, places, names, creatures, races and
race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer
40,000 universe are either ®, TM and/or © Games Workshop Ltd 2000–2009, variably registered in the UK and other countries around the world.
All rights reserved. Published under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the FFG logo are trademarks of Fantasy
Flight Publishing, Inc. All Rights Reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or
transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise without the prior permission of the publishers.
ISBN 978-1-58994-548-7 Product Code DH07 Print ID: 526
Printed in China
For more information about the Dark Heresy line, free downloads, answers to
rule queries, or just to pass on greetings, visit us online at
www.FantasyFlightGames.com
CREDITS
Lead Developer
Ross Watson
E
Graphic Design
Kevin Childress and Mark Raynor
INTRODUCTION
Game Master’s Brieing
.............................................. 4
Background Synopsis
............................................... 4
GM’s Advice: Integrating Existing Acolytes
.................. 4
Using Disciples of the Dark Gods.
.............................. 4
CHAPTER
I
–
The
Quaddis
Gazeteer
The World of Quaddis
............................................... 6
The Great City of Xicarph
.......................................... 8
The Festival of Tattered Fate .
.....................................12
CHAPTER
II
–
The
Red
Cages
Structure.
.................................................................14
An Unexpected Turn of Events.
..................................15
Escaping The Red Cages: The Adventure Begins .
.........16
Heron Mask
.............................................................19
Vault13
...................................................................22
The Dreadful Fate of Inquisitor Karkalla .
....................27
Getting Out Alive
.....................................................28
CHAPTER
III
–
The
Carnival
of
Blood
Structure
..................................................................30
All The Fun of The Faire .
..........................................31
Making An Entrance: The Carnival of Blood Begins
.....34
Places to Go, People to See
........................................35
Blood on The Sands.
.................................................35
Sole Survivor
...........................................................37
Chase The Lady
.......................................................37
Street Preacher
.........................................................38
Twilight Gardens
......................................................38
Bloody Murder in Xicarph
.........................................40
Progressing to Part III.
..............................................40
CHAPTER
IV
–
The
13th
Hour
Structure
..................................................................42
The Celebration of The Revel of Darkness
..................44
The Layout of The Estate
...........................................45
The Manse
...............................................................46
Discoveries to be Made in Gabriel Chase
.....................48
Links to The Haarlock Legacy
....................................49
The Other Guests
.....................................................50
The Chimes of The Steel Clock
..................................51
The Striking of The 13th Hour
..................................53
The Grand Conjunction
............................................54
A True Revel of Darkness .
.........................................54
The Final Confrontation
............................................55
Aftermath
................................................................56
Rewards
..................................................................56
CHAPTER
V
–
Appendices
Appendix I: NPCs & Antagonists.
...............................58
The Principals
..........................................................58
The Masses
..............................................................62
Appendix II: The Haarlock Legacy Campaign .
.............66
A Legacy of Terror
....................................................66
Elite Campaign Packages
...........................................66
Survivor of the Red Cages
.........................................67
Player Handout I: Taken
............................................68
Player Handout II: Heron Mask’s Note
........................69
Player Handout III: The Haarlock Warrant .
.................70
3
Introduction
u
Sing
d
iScipleS
of
the
d
ark
g
odS
This adventure features two villainous organisations: the
Pilgrims of Hayte and the Beast House, both of which
have been fully detailed in the Dark Heresy supplement
d
isciples
oF
THe
d
ark
G
ods
. While the information
presented there is not needed to run this adventure, it can
help the GM to add considerably more depth and options
for these baleful groups, and the adventure The House of
Dust and Ash contained within it also forms part of the
Haarlock Legacy Campaign and can be played before or
after
T
aTTered
F
aTes
.
GAME MASTER’S BRIEFING
T
aTTered
F
aTes
is an adventure divided into three parts
that features a number of different game styles, from survival
horror, to intrigue, to investigation and desperate action. It can
be played on its own, but is intended to form the irst part of
the modular Haarlock Legacy Campaign.
The adventure opens with the Acolytes being captured and
plunged into a nightmarish experience of psychic invasion,
pain, and darkness before waking into a hellish death–trap; to
escape, they must ight for their lives. Once free, the Acolytes
race to discover what is happening amongst the pageantry
of a great and surreal carnival before discovering where they
must be and what they must do in order to stop the death
of an entire world at the appointed hour of fate and stop a
hideous evil from gaining possession of a vital part of the
dread Haarlock Legacy.
T
aTTered
F
aTes
will reward involved and imaginative
play, and the adventure itself is intended to take two to six
Acolytes somewhere between six and ten sessions to complete,
depending on how many of its options are used. The Acolytes
played may be of any rank with some modiication of the
opposition presented here (although ranks four to six are
perhaps best), and in fact the context of the opening episode
in the Red Cages of Xicarph makes an ideal way to introduce
fresh players and novice Acolytes into a
d
ark
H
eresy
campaign.
B
ackground
S
ynopSiS
Long ago during the birth of the Calixis Sector, the Rogue
Trader line of Haarlock brought with them across the stars a
servant to protect their secrets. Ancient and terrible, it knew
every price the Haarlocks paid for power; it was named the
Widower and brought death to any who would try to learn its
master’s secrets. The Widower was a protean terror, a thing of
many shapes and endless masks. It was bound to the strange
power of the Steel Clock at the heart of the Haarlock estate in
the city of Xicarph and only obeyed the will of a scion of the
Haarlock line. Prophecies whisper that it will reappear in the
time when the sun above Xicarph turns black and the Light
of the God-Emperor is lost. The Pilgrims of Hayte, a nihilistic
warp cult, seek to claim Haarlock’s Legacy and believe that
the Widower can reveal its secrets. So, the Pilgrims have come
to Quaddis to claim the Widower through a diabolical plot.
They have bought the services of the infamous Beast House
slavers to bring them individuals who have been marked by
warp spawned prophecies and amongst whom they hope to
ind one who has the blood of Haarlock and can command the
Widower to reveal the Haarlocks’ secrets.
The Widower, however, has its own plans. Spiteful and
enraged at the Pilgrims’ plot, it seeks to manipulate the
Steel Clock and the Grand Conjunction to bathe the world
of Xicarph in the light of Komus, the Tyrant Star—a sight
captured centuries ago by the Haarlocks’ power—and lay all
to waste.
gM’
S
a
dvice
: i
ntegrating
e
xiSting
a
colyteS
into
t
attered
f
ateS
Depending on the kind of campaign you are running, it is
quite possible that your Acolytes have accrued all sorts of
interesting bits of kit, weapons, and chattels, perhaps even
a vessel of their own, which you are, by beginning this
adventure as written, going to mercilessly take from them.
This divestment is not necessarily a bad thing! After all,
d
ark
H
eresy
is not a game about who can acquire the
most toys and spend the most money, but about holding
back the nightmare for one more day. However, you need
not deprive them permanently of items they have fought
and strived for. Their possessions can simply have been
left behind when the Acolytes were abducted and now
be in the hands of the Inquisition, which is no doubt
investigating the Acolytes’ disappearance, to be reclaimed
later should they prove successful on Quaddis.
Alternatively, you may seed personal items, weapons,
and other gear for the Acolytes to ind and recover
during the closing stages of the Adventure’s irst part,
The Red Cages (see the Vault 13 section on
page 22),
or their favourite gear might be found in the hands of
their abductors. The city of Xicarph itself offers numerous
places where replacement kits of a very high standard may
be acquired by fair means or foul. However, it is important
to note that if you do restore lost possessions to your
Acolytes, signs and proof of their Inquisitorial authority or
means of escape off Quaddis should be withheld—after
all, we don’t want to make things too easy for them!
4
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